How to detect Mirrored UVs in 3Ds Max 2014

polycounter lvl 13
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TorQue[MoD] polycounter lvl 13
Hey all,
So I've struggled with getting proper Lightmap UVs for a while now but I just discovered a bit of info that I had never read before... apparently Lightmap UVs cannot be mirrored! Problem is, how the heck do I tell if they're mirrored or not? I can show overlapped when I render out the UVs... is there some way to show if they're mirrored or maybe better, is there a way that I can select all and reset them so that they're all facing the correct direction? My god I hate lightmap UVs!

Thanks for the help.


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